Searched refs:Dereference (Results 1 – 16 of 16) sorted by relevance
195 … resTextureMapper.GetTexture().Dereference().GetTypeInfo() != ResCubeTexture::TYPE_INFO) in SetupTextures()200 ResTexture resImageTexture = resTextureMapper.GetTexture().Dereference(); in SetupTextures()385 ResBinaryShader resBinaryShader = resShader.Dereference(); in SetupShader()402 referenceShader.ref().toTargetShader.set_ptr(resShader.Dereference().ptr()); in SetShader()459 ResImageLookupTable imageLut = refLut.Dereference(); in CalcFragmentLightingTableHash()469 ResImageLookupTable imageLut = refLut.Dereference(); in CalcFragmentLightingTableHash()480 ResImageLookupTable imageLut = refLut.Dereference(); in CalcFragmentLightingTableHash()491 ResImageLookupTable imageLut = refLut.Dereference(); in CalcFragmentLightingTableHash()503 ResImageLookupTable imageLut = refLut.Dereference(); in CalcFragmentLightingTableHash()515 ResImageLookupTable imageLut = refLut.Dereference(); in CalcFragmentLightingTableHash()
42 ResShader::Dereference() in Dereference() function in nw::gfx::res::ResShader58 return resRefShader.GetTargetShader().Dereference(); in Dereference()71 ResShader::Dereference() const in Dereference() function in nw::gfx::res::ResShader87 return resRefShader.GetTargetShader().Dereference(); in Dereference()
104 ResStaticCast<ResPixelBasedTexture>(texture.Dereference()); in SetTextureMipmapCommand()140 ResTexture resImageTexture = resTexture.Dereference(); in ResPixelBasedTextureMapper_Setup()502 referenceTexture.ref().toTargetTexture.set_ptr(resTexture.Dereference().ptr()); in SetTexture()510 ResTexture resImageTexture = resTexture.Dereference(); in SetTexture()
64 result |= ResImageLut_Setup(resLut.Dereference()); in ResReferenceLut_Setup()
149 ResBinaryShader shader = material.GetShader().Dereference(); in Setup()
86 NW_INLINE ResImageLookupTable Dereference();87 NW_INLINE const ResImageLookupTable Dereference() const;226 ResLookupTable::Dereference() in Dereference() function254 ResLookupTable::Dereference() const in Dereference() function
148 NW_INLINE ResTexture Dereference();149 NW_INLINE const ResTexture Dereference() const;880 ResTexture::Dereference() in Dereference() function896 ResTexture::Dereference() const in Dereference() function
725 ResBinaryShader Dereference();730 const ResBinaryShader Dereference() const;
440 return this->GetSampler().Dereference().IsAbs(); in NW_RES_FIELD_CLASS_DECL()461 ResImageLookupTable resImageLookupTable = lookupTable.Dereference(); in SetSampler()
125 lookupTable = lightingLookupTable.GetSampler().Dereference(); in ActivateFragmentLightingTable()141 lookupTable = lightingLookupTable.GetSampler().Dereference(); in ActivateFragmentLightingTable()157 lookupTable = lightingLookupTable.GetSampler().Dereference(); in ActivateFragmentLightingTable()173 lookupTable = lightingLookupTable.GetSampler().Dereference(); in ActivateFragmentLightingTable()189 lookupTable = lightingLookupTable.GetSampler().Dereference(); in ActivateFragmentLightingTable()205 lookupTable = lightingLookupTable.GetSampler().Dereference(); in ActivateFragmentLightingTable()
57 ResPixelBasedTexture texture = ResStaticCast<ResPixelBasedTexture>(resTexture.Dereference()); in CreateOffScreenBuffer()
653 …Device::ActivateFragmentLightDistanceAttnTable(index, resLight.GetDistanceSampler().Dereference()); in ActivateFragmentLight()680 …vice::ActivateFragmentLightSpotTable(index, resLight.GetAngleSampler().GetSampler().Dereference()); in ActivateFragmentLight()681 …bs( GraphicsDevice::LUT_TARGET_SP, resLight.GetAngleSampler().GetSampler().Dereference().IsAbs() ); in ActivateFragmentLight()690 …Device::ActivateFragmentLightDistanceAttnTable(index, resLight.GetDistanceSampler().Dereference()); in ActivateFragmentLight()
54 ResBinaryShader resShader = resMaterial.GetShader().Dereference(); in Material()
534 nw::gfx::res::ResTexture resTexture = resTextureMapper.GetTexture().Dereference(); in ChangeMaterial()548 nw::gfx::res::ResLookupTable resLut = resLightingLut.GetSampler().Dereference(); in ChangeMaterial()
640 nw::gfx::ResTexture dummyTexture = resTextureMapper.GetTexture().Dereference(); in SetupShadowMaterial()
662 nw::gfx::ResTexture dummyTexture = resTextureMapper.GetTexture().Dereference(); in SetupShadowMaterial()